Aug
24
2009

2009 Layout Contest Results!

 Announcing the winners of the 2009 Layout Contest. Thanks to our participants! We saw some some common ideas and some unique vision in each entries. Each needed a bit more polish — very understandable given the tough constraints of the contest.
The judges’ criteria were as follows:
  1. (40%) Information Design: Consistency, usability, & readability.
  2. (20%) Art Direction: Selection of artwork, contextual placement, cover design, overall vision, and original art or artwork modfications
  3. (20%) Use of Typography: Readability, composition, and “color”
  4. (20%) Aesthetic Appeal: Conveys color & atmosphere of the game, pleasing to look at

1st place: José Jiménez

Jose Jimenez cover

José Jiménez cover

Jose Jimenez layout

José Jiménez layout

Jose Jimenez character sheet

José Jiménez character sheet

Judges Comments

  • Has the design basics, but needs a few more passes. The Mouseguard size is an interesting choice, but doesn’t bring much to the layout. That said, there is a lot of promise in the layout overall and is just steps away from being cooked to perfection.
  • In general, composition of the interior pages is open and organized, it breathes. Good. Styles use strong contrast to set off sections of text. Folios on bottom are helpful. In general, use  of illustrations is effective and contextual. Creative cropping sometimes works, sometimes doesn’t.
  • This person has a reasonable sense of design and a basic knowledge of layout programs. The layout shows promise.

CONGRATULATIONS JOSÉ! You win:

  • Agon by John Harper
  • Dust Devils by Matt Snyder
  • Mouse Guard by Luke Crane
  • A print of artwork from Conspiracy of Shadows by Keith Senkowski
  • 2nd place: Micah Bauer

    Micah Bauer cover

    Micah Bauer cover

    Micah Bauer layout

    Micah Bauer layout

    Micah Bauer character sheet

    Micah Bauer character sheet

    Judges comments:

    • This entry is killed by random styles and page breaks with little consideration to the readability of the document. Nothing is seamless here. Some fluff, but no fire.
    • Nice work on the cover. While I like the texture of the interior pages, the layout lacks more helpful architecture. It has no folios or guides, which will make the reference-heavy text more readable and useful for players. Watch orphans, particularly on subheadings and headings.
    • This person looked at Mouse Guard and built a layout based on its form and look. They built four, maybe five, style sheets and then blindly (and blandly applied them throughout). This entrant has overlooked the crucial art of layout — to take all the parts that don’t fit and make them look seamless and readable. 

    3rd place: Bill Brown

    Bill Browne covers (Bill split the lifepaths into a separate book)

    Bill Browne covers (Bill split the lifepaths into a separate book)

    Bill Browne layout

    Bill Browne layout

    Bill Browne character sheet

    Bill Browne character sheet

    Judges comments:

    • It was a solid effort. Tried to layout the entire book to make it follow a single theme. Lacked nuance, but the effort was solid.
    • The general layout of the interior pages is dense — needs more room to “breathe.” Notably, the gutter — the space between columns, needs more room, as do the margins. Also, I like the colored boxes for player reference, but they need more padding between text and box edges.
    • This guy really tried. He tinkered with the layout for the whole book and really tried to make it work as a whole. The artistry is lacking, but the effort is clear and appreciated.
    Jun
    23
    2009

    Layout Contest tutorial part 2: Designing the page

    In my previous entry, I explained my initial steps for my book designs. I settled on type and some style sheets. I also mentioned sketching a page template. That’s what this entry’s all about.

    I always have a mind’s eye view of my designs. I do my best to capture that imagined vision, but it isn’t always easy.

    For Conspiracy of Shadows: Dirty Hands, I wanted to capture a gritty, horrific look and feel. And, I also wanted a medieval vibe. There are a number of ways to do both. Games Workshop does it to various effect in many of its Warhammer books (including the Black Industries cum Fantasy Flight Games versions of Warhammer Fantasy Roleplay).

    For this project, I had a slightly different vision. I wanted the book to combine old typography with modern day grunge effects. I envisioned grungy scrollwork that’s been the rage the last couple years. Think stuff that looks like tatoos. Barbed scrollwork, maybe splatters of blood. But, I also wanted a more modern, “layered” look. It might still be some distressed boxes. The idea was how Keith presents his work. It has a very strong historical fantasy element. But, he also mixes it up with some modern elements. In the comic book dialog, for example, the medieval guys swear with modern words. I love that effect. It may seem anachronistic, but it works.

    But, I face a challenge. Doing that kind of illustration is damn hard and tedious. I’m no illustrator, but I can use Adobe Illustrator with good results. So, I needed models. I started web searching. I was particularly interested in terms like “scrollwork” and “eastern european” and some others. I finally discovered a few inspiring pages from Serbian manuscripts and, oddly enough, the modern-day vestments of an Australian priest.

    inspiration-screenshot

    Inspiration from Serbian Manuscripts, a priest's vestments, and some lineart scrollwork.

    Those helped me bring an imagined vision into some concrete terms, but I still had plenty of work ahead.

    Choosing page and text sizes

    For starters, I had to decide on a page size and text area. As always, I turned to my handy Bringhurst. The Elements of Tyopgraphic Style has some genius information about page size ratios, choosing text blocks, and choosing other page elements like folios, magins and so on.

    I wanted to have a 2-column layout, because I never seem to make them work well. I wanted another stab at it (not to mention it’s much more like a medieval manuscript). But, I also didn’t want letter size. I’m just tired of letter size. So, I settled on one of my go-to sizes, half-legal. It’s a broad page size (7 inches x 8.5 inches). A nice, squat thing with plenty of horizontal space. From there, I had to choose a text block size and location. Bringhurst’s many ratios and ideas about “chords” of rectangles helped.

    I confess I get wrapped up in the esoterric stuff with these ratios. It’s amusing to me. But, in truth, I fudge here and there. I just like to play around. Here’s my pencil sketches of page design:

    pagedesign-sketches

    My pencil sketches showing page size and text block ratios and measurements, plus some initial scrollwork ideas.

    Here you can see a couple things. I sketched out the basic page (top left) and worked through the measurements (in picas — I always use picas, mainly because I'm used to them from way back). The star-pattern looking thing on the bottom left is mostly nonsense — me aping Bringhurst's stuff to learn. But, it did remind me that the page is divided evenly into thirds of 14 picas. Double that (and add a gutter) and – VOILA! – a "meaningful" column width.

    Even more intersting is the stuff on the right side. That's me sketching out those initial scrollwork ideas, as well as some "hanging" illustrations with magin captions. That should make for interesting options in layout, but there really aren't any captions. Hmmm. Well, an idea for stuff later on then.

    Next, I have to take all these sketches into digital form. Since I know I'm doing the scrollwork (by far the trickiest part) in Adobe Illustrator, I started there. I created a 2-page spread (just a landscape legal page), and set guides for all my magins and text block sizes. I used some gray boxes to represent text and some other elements. That way, I knew the confines of my scrollwork and other elements so I could do a very, very rough digital sketch for the shape. Like so:

    scrollwork-drawing

    The page takes shape in Illustrator. Note the crudely drawn scrollwork border overlapping with the precisely drawn version.

    Here, you can see my clumsy first sketch (just drawn with me dragging the mouse on the pencil or brush tool). And, the crisper, better looking version of me making it work in the pen tool, which is my secret weapon in illustrator. I did a similar process to this when I designed folios for Nine Worlds.

    The page started taking shape. But, I knew I had a problem. So far, I couldn’t figure out how to give the page design that layered, more modern shape I was trying to capture. So, I just started drawing more rectangles, though not entirely without purpose. I was thinking about where chapter headings, even guide words could go. Here’s the result:

    The final page prototype. Note the angled bars top left and horizontal bars top right. I placed the inspiration art to test illustration locations on the template.

    The final page prototype. Note the angled bars top left and horizontal bars top right. I placed the inspiration art to test illustration locations on the template.

    The page finally takes shape. From vision to form. But, there’s still a lot of work to do, not least of all the scroll work. And, of course, pagination of the text itself. Both of those will take a lot of time to complete.

    Jun
    8
    2009

    Layout Contest tutorial part 1: Choosing fonts

    I’ve designed over a dozen RPG books over the years. My process isn’t set in stone, but I have some good habits that help me tackle big projects. These first steps are often the most fun.

    My process isn’t linear. I don’t decide one thing then move on to the next thing. Rather, I have parallel tasks that inform one another. At the start, I have a very visual thought in mind. I can actually imagine what I want the page to look like. That includes page elements, basic ideas about type (fonts), and how artwork might look on the page.

    In short, that really boils down to:

    • Setting up styles to the text
    • Choosing fonts
    • Imagining, and maybe actually sketching, a page spread
    • Printing out all the art and just looking at it over and over again to “absorb” it & memorize it

    For Conspiracy of Shadows: Dirty Hands, I wanted some way to convey the combined ideas of Medieval-ness (with a heavier historical feel than most fantasy RPGs) and the idea of diabolic horror. Like many of my designs, I do that by identifying the perfect fonts. Typography is probably my strongest design skill, so I use that skill to make the look and feel very strong and unified.

    Here, the challenge proved much more difficult than it normally is for me.

    I started with this — a small sample of the text with different heading sizes to play with:

    Text with styles from Microsoft Word

    Text with styles from Microsoft Word

    First, the text doesn’t hasve a lot of sidebars or charts. There’s not really a need for an alternative typeface for those things. The body copy font will probably work fine.

    Second, I want a body copy that is usable and high quality, but that isn’t too pristine. I wanted it to have a slight edge. Adobe Garamond, for example, is an awful fit for this. It’s a sinuous, voluptuous font. Very smooth. I kept coming back to Centaur, a font I used on Ben Lehman’s Polaris. But, it’s extremely thin and elegant. So, I kept looking. I had to look for over a week (usually this takes me a couple hours), and turn to my type bible, The Elements of Typographic Style by Robert Bringhurst. There, I discovered a pretty common serif font that I’ve never worked with called Jenson. It’s a close cousin of Centaur, but more sturdy. Perfect! I’m using Adobe Jenson.

    Third, I wanted an evocative display font. I searched around on some font sites I’ve used before and finally stumbled on Bogatyr. I was looking for Eastern European influenced designs, and this one came up. It’s styled on Russian folktale art. Neat! I figured I was set.

    But, meanwhile I was also looking for a good Blackletter, which Keith Senkowski hinted he wanted to see. Blackletters are great, but damned hard to read, I think. I’m rarely happy with them in any form. I tried my go-to standards (Goudy Old Style, San Marco, and Notre Dame were good ones I looked at), then it hit me. I wanted that typeface from the titling on the movie There Will Be Blood. I found two similar versions for free (non-commercial use, which is what I’m up to) with a little searching. Both are TrueType fonts, which I often avoid like the plague, but they were too fun to pass up. One’s called German Underground. The other — I kid you not — is called Kraut-type-a-fuck. This amuses me almost as much as it amuses Keith.

    So, I finally settled on my typefaces. Adobe Jenson for the body copy and examples. I’m using German Underground for titling (it’s distressed and all grunge like — perfect for the horror vibe), and the Kraut-type-a-fuck for smaller headings. That leaves maybe some Bogatyr here and there for color, or maybe not at all.

    Here’s the screenshot above reworked:

    Here's the same page re-styled with the fonts selected.

    Here's the same page re-styled with the fonts selected.

     

    Happy Little Accidents. Tap tap tap.

    See that type at the bottom of the screenshot? That was one of those moments I love in design. It was pure accident. I had that type as Bogatyr, just playing around with its Cyrillic characters. Later, I changed the style sheets to German Underground and forgot about that text on the bottom. When I saw the Conspiracy of Shadows title in that font, I knew I had a perfect logo title without really meaning to! That happens in design all the time. Just play around, or even make a mistake, and you see things a new way. It just takes time.

    Here’s the titling so far:

    cos-dh-logo

    Now that looks pretty sharp. Perfect for the game, and just what I was going after. That’s the key to design — putting your visual ideal into reality. You won’t hit it exactly every time. I don’t even come close. But, it’s taking an idea to real form, sometimes by accident, that gets you vision. Vision is crucial for design.

    I’m going to have fun playing with that logo and some grunge styling on Keith’s artwork for the cover. But, I’ll get to that later.

    Next, I need to tackle creating a page template for all the inside pages. I’ve got some vision for that already, and I’ll post screenshots when I get them created.

    Jun
    4
    2009

    Layout contest underway

    I kicked off the layout contest for Conspiracy of Shadows: Dirty Hands, hosted right here on StoriesYouPlay.com

    Luke Crane, Keith Senkowski, and I challenge you to create an amazing book layout during the month of June, 2009. Each participant who meets the challenge receives Dust Devils and Nine Worlds PDFs. And, the big winner of the best book design receives free RPG books, including ENnie nominee Mouse Guard.

    I’m really eager to see what people come up with for the contest. Meanwhile, I’ll be doing my own layout and posting here as I develop my own design. I’m just doing it for fun, maybe offering a few tips along the way. I’m not a participant in the contest.

    May
    31
    2009

    Layout Contest 2009

    UPDATE!

    The winner for 2009 is José Jiménez. Check out the layout contest winners.

    INTRODUCTION

    We’ve seen many game design contests. Now, take a stab at designing a killer layout from an existing game.

    Layout takes some creativity and a lot of work. The length of the text in this contest is significant. I deliberately designed this contest to mimic the hard work it takes to design a game. You will learn and improve as a book designer in this effort. Stick with it!

    THE NAME OF THE GAME

    You have until June 30 to complete an entire RPG book design for Conspiracy of Shadows: Dirty Hands by Keith Senkowski. This is a horror RPG with a pseudo-historical Europe background. It’s a wonderful, under-rated game, and the text is free.

    For this contest, you’ll be using a specially edited version of the game text. It is the full game rules. However, I’ve trimmed the Life Paths and Rituals sections to help make the contest more manageable. (Don’t get too excited! The text is still robust, and Keith will release a full version with all Life Paths and Rituals soon.)

    JUDGING & CRITERIA

    Layout/art veterans Luke Crane (creator of Burning Wheel), Keith Senkowski, and Matt Snyder (creator of Dust Devils) will judge entries based on the following criteria:

    • (40%) Information Design: Consistency, usability, & readability.
    • (20%) Art Direction: Selection of artwork, contextual placement, cover design, overall vision, and original art or artwork modfications
    • (20%) Use of Typography: Readability, composition, and “color”
    • (20%) Aesthetic Appeal: Conveys color & atmosphere of the game, pleasing to look at

    PRIZES!

    Everyone who completes an entry receives free Dust Devils and Nine Worlds PDFs.

    Besides fame and glory from the notoriously grumpy Luke, Keith, and Matt the winner will receive the following hard copy products:

    • Agon by John Harper
    • Dust Devils by Matt Snyder
    • Mouse Guard by Luke Crane
    • A print of artwork from Conspiracy of Shadows by Keith Senkowski

    The winner will be announced near the first week of July, time permitting for judges to review entries.

    May
    28
    2009

    Layout contest starts June 1

    The layout contest is almost here! I just received a last bit of additions to the Conspiracy of Shadows: Dirty Hands text from Keith. And, I received all his CoS artwork to boot.

    That leaves one last bit of proof-reading on the text additions and finalizing the contest rules.

    Look for it to kick off this weekend or early next week!

    May
    14
    2009

    Making shorter RPG texts

    I just finished editing the text of Conspiracy of Shadows: Dirty Hands. I can’t say the text is perfect and flawless, but I think it’s much improved. I  hadn’t edited anything in a while, and certainly nothing that long (43,000 words). It’s a robust and “complete” game — it has lots of moving parts and play advice. Good stuff.

    One of the things I’m working on in the next couple months is editing the text of my game 44: A Game of Automatic Fear. I published the game as an ashcan a couple years ago. The text is shorter — it’s around 15,000 words.

    And, another thing I’m working on is a game chef 2008 idea I had called Lady Killers. It’s not a complete design. I don’t know how long it will be. I’m aiming for very short. Say, 6,000 words.

    Meanwhile, John Harper put out Lady Blackbird as a not-quite-stand-alone game that’s under 12 pages.

    All of this got me thinking about texts. I’m really interested to see how lean and mean I can make RPG texts. When I play well-designed board games they have maybe 3 pages of rules! There are certainly ways to make that happen with RPGs. My original Dust Devils draft was 6 pages. The book now weighs in around 120 pages, though that includes lots of advice, history, and alternate game expansions.

    I have the advantage of not trying to sell hefty books anymore (not that mine were ever really hefty). I can get away with free texts that are only 12 pages long. I have to wonder if other game writers can also cut down their books.

    I’m curious to find out whether doing that helps make free texts I offer more appealing and playable to others.

    May
    1
    2009

    Collaboration on RPG design and publication

    In the creator-owned culture of RPG design, collaboration is difficult. It happened, certainly, but it was the exception not the rule.

    Now, I’m calling collaboration here actual assistance on the creative process. This is in contrast to something I’ll call mutualism, which is creators helping each other out with publication and marketing and so on. But, it’s murky. Is playtesting collaboration or mutualism? See? Murky.

    But, it’s different enough to talk about.

    In the creator owned model, if two (or more) talented designers wanted to craft a new game, it’s an uphill battle, and sometimes a battle of egos. Some people did this successfully. Some people — myself included — tried and failed before they even got out of the gate.

    This creator-owned thing was important to people. It was — and probably still is — definitional among my publishing peers. It was the foundation, both philosophically and financially, upon which everything was built as a movement. There are good reasons for this.

    But, it also means the model is potentially limiting. If you’re a creator, and you want full control of your efforts without others — even partners — contradicting your wishes, you’re very likely to hit obstacles. This means that most people are one-man bands. And, for many of them, that works just fine. They do seek out assistance from people. For example, they hire someone to do art or layout. And, those are creative works (usually artists retain rights to their works in this model, but layout folks do not).

    Right now, I’m collaborating with a friend on his game. I seek no ownership of his property. I just like collaborating with him and with his game. In the short couple weeks I’ve been doing this, I can clearly see his game improve significantly. We’re doing things that he doesn’t have the resources to do alone. Collaboration is powerful.

    I can do all this because I’m not really following any model at all outside of having fun with a hobby and helping a friend. But, it’s instructive. Should I seek out to create something new — say, a new game design — why shouldn’t I enlist a team? It’s almost certain that while I may compromise on some level of unique and passionate vision, I’ll gain much more in quality and resources for a better product.

    I wish we saw more of this in the indie scene (there is some, it’s true). Of course we see it all the time in traditional RPGs. So, it clearly comes with some downsides. But, the indie scene it’s really taking advantage of the benefits.

    Apr
    30
    2009

    Indie RPG Layout contest

    The Indie RPG scene has a tradition of contests, especially game design contests. They tend to be high energy affairs, and some have produces amazing games like Polaris, The Mountain Witch and 3:16. And, there are hundreds of other games, many hosted at 1km1kt.com.

    Some of the design contests take a simple list of “ingredients” in the form of cool words like “horse” or “island” or “fire” and so on. Other variations have included inspiring artwork that designers incorporate into the game. And, a few of the contests have evaluated the presentation of the games with rushed-but-cool layouts.

    I’m about to launch a new contest. It’s a layout contest. I want to see people’s creativity as it relates to information design, typography, art direction and layout.

    I’ve got a text picked out. It’s Keith Senkowski’s Conspiracy of Shadows: Dirty Hands. I’m editing the text currently, and it’s a really interesting game. It also has some heft — it weighs in over 42,000 words. I’ll likely whittle that down to make it a bit more manageable, but one aspect of the contest is creating a layout that appreciates some of the nitty gritty work book designers have to do to make a layout work.

    The trick will be doing it so that doesn’t drive away participation. So, I’ve got to settle on some happy medium.

    I’ll be judging the contest along with at least one or two other layout-savvy pals. The winner will get an actual prize or two — actual RPG books that the judges think are well designed. Everyone will get at least some commentary and notes back from the judges on their layout.

    It’s going to take several more days to assemble the text, get artwork, write the rules and launch the contest. It will likely run for about 3 weeks.

    The end result will be several usable PDF layouts of a very cool and under-rated game in Conspiracy of Shadows: Dirty Hands. And, another result will be a fun way to help others improve their layout skills.